AI is the invisible hand that decides whether a game feels alive or scripted. GoodAIdoesn’t follow a set path—it adapts, reacts, and makes me rethink my approach.
The best AI forces me out of my comfort zone, whether it’s an enemy learning my tactics, a racer that mirrors my driving, or a world that feels like it exists without me.

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The smartest AI systems change how I play. Some games feel like I’m up against a real opponent, others make the world itself feel unpredictable, always shifting in ways I don’t expect.
These are the games with ridiculously intelligent AI.
9Metal Gear Solid V
Dynamic Evolution AI
Metal Gear Solid 5: The Phantom Pain
Metal Gear Solid Vtakes enemy AI beyond scripted behaviors, forcing you to stay ahead of an evolving battlefield.
The AI tracks your habits and counters them—if you rely on headshots, guards start wearing helmets. If you attack at night, they deploy night vision. If you keep using the same infiltration routes, patrols adjust accordingly.

This system reacts in the moment and carries those adaptations across missions, making every encounter feel like a response to your past choices. Soldiers coordinate, share intelligence, and call for reinforcements when overwhelmed.
All is not lost, though. The game allows you to fight back against this adaptation by disrupting their infrastructure. Destroying communication towers cuts off alerts, taking out supply routes weakens their defenses, and eliminating commanders disrupts coordination.

Unlike mosthigh-stakes stealth gameswhere AI resets after each mission,Metal Gear SolidV makes your tactics matter long-term. The battlefield shifts with you, demanding constant adaptation through dynamic evolution.
8The Last of Us
Sensory-Perceptive And Companion AI
The Last of Us Part I
The Last of Uschanges how AI interacts with stealth and survival. Instead of relying on fixed patrols or rigid patterns, enemies operate on a sensory system that mimics real perception. They detect movement, listen for noise, and react to changes in the environment.
If you sprint across a room, they hear it. If you take out an enemy and leave the body exposed, they find it. If you use the same hiding spots, they catch on—a trend you’ll see in other entries. The AI forces you to play like you’re actually being hunted.

Enemy coordination makes every encounter feel dynamic. They call out to each other, search as a group, and shift strategies based on what they hear and see.
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Unlike games likeHalo, where AI follows structured squad tactics, orAlien: Isolation, where the Xenomorph operates on unpredictable instincts,The Last of Us—with itsunnecessaryTLOU IIremake— builds tension through human-like uncertainty. Enemies hesitate, make mistakes, and second-guess their decisions; they feel like people fighting to survive.

Ellie’s AI plays into this realism. She moves intelligently, keeping out of sight and knowing when to step in. Unlike traditional escort AI, she avoids danger and stays hidden when necessary.
She acts with the same awareness that defines enemy behavior, making her feel like a real companion instead of an extra mechanic.
Haloredefined FPS AI with systems that make enemies feel like thinking, reacting combatants. The AI operates on a finite state machine, shifting between behaviors like searching, flanking, and retreating based on dynamic battlefield conditions.
Enemy squads respond almost intuitively to your actions. Grunts scatter when Elites fall, Jackals reposition their shields, and Elites dodge grenades or push forward aggressively if they sense hesitation.
Then, there are the Hunters which assess positioning, adjusting their charge patterns to cut off escape routes.
The AI speech system enhances tactical awareness. Enemies call out threats, alerting their squadmates to my position and reacting to combat changes.
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Interestingly, if I take out a leader, I’ve noticed the lower ranks hesitate or fall into disarray. But, if I repeat the same tactic too often, they adjust—flanking, throwing grenades, or setting up ambushes.
The brilliance ofHalo’s AI comes from how everything interacts. Squads coordinate, encounters shift dynamically, and enemies fight to win. Every battle plays out differently, keeping the combat fresh no matter how many times I return.
6No Man’s Sky
Rule-Based AI With Procedural Systems
No Man’s Sky
I remember the hype Sean Murray built whenNo Man’s Skywas first announced, and the backlash when it didn’t live up to expectations. But the team eventually created something beyond what was originally promised.
Beneath the exploration and space travel, AI systems shape every moment in the game. No Man’s Sky runs on procedural generation, using AI-driven systems to create a universe that never stops moving.
Instead of hand-crafted worlds, everything—thevast, incredible planets, creatures, economies, and ecosystems—emerges from complex algorithms.
The AI builds landscapes, climates, and biomes by blending structured rules with randomness, ensuring every discovery feels organic while still following logic.
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Wildlife navigates terrain, reacts to weather, and adapts to threats. The Sentinel police force enforces planetary laws, escalating its response based on player actions. Space combat shifts based on ship class, forcing me to change tactics.
Even the economy evolves—NPC traders adjust prices and supplies based on galactic demand, making trade routes feel like a living system.
Nothing inNo Man’s Skystays static. AI layers systems together so every planet, station, and star system feels distinct. The game keeps generating, reacting, and evolving, making the universe feel truly alive.
Machine Learning-Based AI
Forza Horizon 5
NPC racers in most games feel predictable. Back in high school, playingNeed for Speed: Undercover, I remember a particular BMW M6 that I could outsmart after a few tries because it mostly stuck to the same racing line.
Forzachanged the game with its Drivatar system. The moment yourwheels hit the asphalt,the game starts watching. It tracks how you corner, how you brake, how aggressive your overtakes are, and when you back down from stealing a position.
That data gets pumped into your Drivatar—your personal AI racer that competes in other people’s single-player games.
If you take risks, your Drivatar takes risks. If you brake late, it mirrors that too. Even if you’ve never driven a specific car, the system estimates how youwoulddrive it based on your past behavior.
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It doesn’t stop with just mimicking habits. Drivatars adapt to different vehicles, track conditions, and racing scenarios, making AI competitors feel far more human.
Racing in Forza feels more realistic because you’re essentially competing against real players—even when they’re not there.
I haven’t touchedForza Horizon 4since I started playingHorizon 5, but still, my Drivatar is out there, making people sweat because no one can anticipate how much of a menace I am on the road.
Every race is personal, every victory is earned, and every mistake is a lesson my Drivatar carries into the next race.
Utility-Based AI
The Sims 4
Anyone who’s read anything I’ve written knows I mentionThe Simsa lot. I’ve been a fan sinceThe Sims 2, and one of the things that impressed me early on was how alive the Sims feel.
Their AI is built to exist within a system that allows for endless possibilities—and, man, do I do my best to exhaust those endless possibilities.
The game runs on a needs-based system inspired by Maslow’s hierarchy. Sims prioritize their most urgent needs—hunger, energy, fun—and take action accordingly. This gets infinitely more complicated, with traits having a massive influence on what each Sim considers the most important.
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What makes the AI so flexible is where most of the coding is stored. Instead of programming every possible action into the Sims themselves, most of the AI exists within objects. Every object in the game broadcasts what it can offer, allowing Sims to decide where to go and what to do.
A new expansion doesn’t require tweaking the Sims’ AI—it just adds new objects that introduce more choices. This approach makes the game infinitely expandable without breaking the underlying mechanics.
The same logic applies beyond individual Sims. Your house, the neighborhood, each world, and the entire game universe follow this mechanic at different scales. Each layer operates autonomously, ensuring that even when you aren’t looking, things still feel like they’re happening.
I know people like to hateThe Sims; Maxis and EA have made some really controversial and divisive decisions. But the fact is that no matter how buggy the current game is, there’s still a really sophisticated AI system underneath every iteration, something I hope is improved on in the years to come.
Goal Oriented Action Planning
Even years after its release,F.E.A.R.is still regarded as one of the best examples of AI-driven combat—and quite possibly the first game to take it mainstream.
It redefinedenemy behavior in FPS games, setting a standard that modern shooters still chase. Over and above the basic reaction, the AI strategizes.
Using the Goal-Oriented Action Planning (GOAP) system, enemies analyze real-time data like cover, entity positions, and available weapons to determine their best move.
Combat feels dynamic because every action has a cause and effect. Break a window, and enemy patrols shift to investigate. Stay pinned in cover, and they’ll flank, suppress, or fall back to reposition.
The AI operates using a finite state machine, so, enemies respond according to the player, other NPCs, and the environment instead of reacting randomly.
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They transition between states like searching, attacking, or regrouping based on the battlefield conditions—not the first time I’ve mentioned this, but the first time it was implemented in this way—, creating the illusion of intelligent coordination.
FPS combat evolved because ofF.E.A.R.
This was the first game where enemies acted with tactical awareness, influencing AI design in modern shooters. The genre hasn’t been the same since.
2Gran Turismo
Reinforcement Learning AI
Gran Turismo 7
I’m an arcade guy. I love theclassic endless runners,but I mean arcadephysics.Need for Speed, theForza Horizonseries, that kind of thing.Gran Turismoisnotarcade. It’s as real as it gets—so real that you can win an Olympic trophy by playing it in an actual Olympic event.
This is a proving ground for the next generation of motorsport legends, and at the center of it all isGT Sophy, an AI built for mastery.
GT Sophy is a reinforcement learning AI that refines its skills through trial and error, learning every nuance of racing. It operates through four core systems:
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GT Sophy’s impact extends beyond gaming. The same principles that make it a flawless competitor inGran Turismoapply to the future of autonomous driving.
Gran Turismohas always been about precision and near-perfect realism, and with GT Sophy, it’s setting a new standard in both virtual racing and real-world vehicle automation.
1Alien: Isolation
Multi-Layered Behavioral AI
Alien: Isolationis one of the more never-sleep-again horror games. Every time I attempt to play, it feels like the Xenomorph isn’t a character in a game—it’sthere, hunting, reacting, thinking.
That fear lingers long after I’ve disconnected. It takes horror to a more visceral place—like how all the gory lore andFNaFfan theorieschanged whatFive Nights at Freddy’s originally was—, something that seeps into your nerves and refuses to let go.
There’s a reason it feels so real; the two AI systems working together. The Xenomorph itself runs on a behavior tree, dictating its movement and reactions through code, but the Director AI plays puppet master, deciding when, and how much, to let the nightmare loose.
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The first time I learned about this, my reaction was:Oh, okay, so the alien is real because they literally need the Director to hide info from it.But then I found out that the Director isn’t hiding info as much as controlling when the Xenomorph is allowed to access it—itfeedsit, drip by drip, slipping more into the Xenomorph’s grasp as the game goes on.
It creates the illusion that the alien is learning, and in a way, it is. The Director decides what it gets to know, nudging it toward your downfall.
Hide in lockers too much? The Director gives the alien the info it needs to learn to anticipate your presence there. Stay under desks too long? The Director pulls back the curtain, and suddenly, the Xenomorph is sweeping low.
Every time you survive, you’re staying ahead of one of the most intelligent AI enemies in history—and you’re teaching it how to end you next time. Sentient AI, I know I’m not the only one thinking it.
But, no need to hide in a tech-free bunker just yet—good thing, because we don’t really do basements in South Africa.
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